Posts Tagged 'opengl'

OpenGL Camera 2d with zoom and rotation
I’ve been working on OpenGL for some time now and one of the things that some people have asked me is how to do that 2d camera with zoom and rotation in a similar way to a post regarding a

OpenGL Camera 2d with zoom and rotation
I’ve been working on OpenGL for some time now and one of the things that some people have asked me is how to do that 2d camera with zoom and rotation in a similar way to a post regarding a

OpenGL 2D Independent Resolution Rendering
Around two years ago I made a tutorial for XNA in which you could render 2D games scaled to the current window resolution with proper letter-boxes or pillar-boxes. As many know since then I moved to C++ and OpenGL, and

OpenGL 2D Independent Resolution Rendering
Around two years ago I made a tutorial for XNA in which you could render 2D games scaled to the current window resolution with proper letter-boxes or pillar-boxes. As many know since then I moved to C++ and OpenGL, and

How to take screenshots in opengl
So here’s some quick code to save a screenshot of your OpenGL game in a TGA file. bool save_screenshot(string filename, int w, int h) { //This prevents the images getting padded // when the width multiplied by 3 is

How to take screenshots in opengl
So here’s some quick code to save a screenshot of your OpenGL game in a TGA file. bool save_screenshot(string filename, int w, int h) { //This prevents the images getting padded // when the width multiplied by 3 is

Engine, video player and tools, tools tools!
So these past 2 weeks I’ve been adding some “bits and bytes” to the engine. Taking a rest between some more complex game mechanisms I decided to start doing a video player. After a bit research I decided to choose

Engine, video player and tools, tools tools!
So these past 2 weeks I’ve been adding some “bits and bytes” to the engine. Taking a rest between some more complex game mechanisms I decided to start doing a video player. After a bit research I decided to choose

OpenGL Render to Texture
Render to texture is a very handy functionality. Imagine your game allows for some character customization. You have the body, some different hats, different clothes and other small stuff. Now the easiest way to render this is to just draw

OpenGL Render to Texture
Render to texture is a very handy functionality. Imagine your game allows for some character customization. You have the body, some different hats, different clothes and other small stuff. Now the easiest way to render this is to just draw

Loading images into OpenGL in iPhone
So you can’t make a game without images, right? Well, actually you can but that’s another story. But how can you load a jpg or a png and use then on OpenGLES? First let’s make a simple class Texture2D class

Loading images into OpenGL in iPhone
So you can’t make a game without images, right? Well, actually you can but that’s another story. But how can you load a jpg or a png and use then on OpenGLES? First let’s make a simple class Texture2D class
Setting OpenGL view for iPhone 4 retina hi resolution
This had me scratching my head for awhile. At first I thought that glGetRenderbufferParameterivOES would properly detect Retina screen at 960×640 but it keeps returning 480×320. A little explanation on Retina screen first. Older devices have 320×480 screen resolution. With
Setting OpenGL view for iPhone 4 retina hi resolution
This had me scratching my head for awhile. At first I thought that glGetRenderbufferParameterivOES would properly detect Retina screen at 960×640 but it keeps returning 480×320. A little explanation on Retina screen first. Older devices have 320×480 screen resolution. With
IPhone OpenGL screen orientation using the accelerometer
Even tough it’s not mandatory to support all screen orientations it’s always nice to support at least 2 of them. Let’s imagine your game is landscaped, by some reason the user may want to use either with the home button
IPhone OpenGL screen orientation using the accelerometer
Even tough it’s not mandatory to support all screen orientations it’s always nice to support at least 2 of them. Let’s imagine your game is landscaped, by some reason the user may want to use either with the home button
Developers log stardate 26082010
It’s been awhile since I last updated this, I’ve have my hands full with Vizati IPhone. Ever since I got an IPod Touch 2G it was easier for Rita to get a sense of the screen size (although we knew
Developers log stardate 26082010
It’s been awhile since I last updated this, I’ve have my hands full with Vizati IPhone. Ever since I got an IPod Touch 2G it was easier for Rita to get a sense of the screen size (although we knew